This handheld rune-etched firearm is powered by a crystalline arcane capacitor, designed to channel destructive energy into focused bolts. It is a fusion of gnomish tinkering and dwarven metallurgy, light enough for one hand but humming with dangerous potential.
Weapon (Ranged)
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Range: 60/120 ft.
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Damage: 2d6 + Dex modifier force damage
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Attack Bonus: Uses the wielder’s proficiency bonus and Dexterity modifier.
Features
Arcane Charge (3/day). The pistol contains a crystalline charge that recharges at dawn. The wielder can spend 1 charge to fire a special shot instead of a normal attack:
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Disruptive Blast. Target must succeed on a DC 14 Constitution save or be unable to take reactions until the start of its next turn.
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Piercing Bolt. The shot ignores half and three-quarters cover.
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Overcharge Shot. Deals an additional 2d6 force damage but the pistol becomes hot; the wielder must succeed on a DC 12 Constitution save or drop it.
Recharge Crystal. The pistol can be reloaded with a fresh arcane crystal, costing 100 gp and requiring 1 hour of tinkering.
Glow of Power. While holding the pistol, it sheds dim blue light in a 5-foot radius.
Proficiency with a Pistol allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Requires attunement by a gnome or artificer, Loading, Range, Ammunition (Firearms), Vex
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